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    1. Edymnion

      AI Rail Control

      One thing I'd like to see at some point is the ability for an AI (aka, a turret) to be able to control it's own movement on a rail. For example, say I have a station where its difficult for a single turret to get line of sight on any reasonable portion of sky. Now say I could lay down a rail...
    2. Edymnion

      Microtransaction Idea: Community Store

      Okay, the thread about microtransactions for skin slots got me thinking. Stuff like that I feel are very bad ideas, mostly because traditional microtransactions have poisoned the well with really shady stuff to the point they all look like bait and switch tactics. So I thought, what kind of...
    3. Edymnion

      Planned Global Skins

      Micro-transactions for anything approaching in-game functionality of any kind is something to be avoided at all costs, IMO. While originally it was cool to have vanity stuff as micro-trans, greedy developers poisoned the well for them. Micro-transactions for things at launch are even worse. I...
    4. Edymnion

      Brainstorm This Asteroid spawning and balancing mining

      http://starmadedock.net/threads/yet-another-asteroid-respawn-thread-regenerate-unclaimed-systems.21028/
    5. Edymnion

      Shipyard Build Mode from Shipyard Computer

      Could we perhaps make entering build mode for a shipyard something we can do from the computer, instead of having to physically go out into the yard and get in the core like it was an actual ship? I don't know about others, but I added a shipyard to my existing station, which means I put the...
    6. Edymnion

      creative mode

      I always find it amusing when I see "Use the search function before asking a question!" and "Don't necropost!" said in the same forum.
    7. Edymnion

      Mass Changes, why haven't other adjustments happened?

      Well, the short answer is that its just good programming to only change one variable at a time, make sure its stable and performing as expected, then change one more. If you change everything in one sweeping pass and something screws up, it is MUCH harder to pin down exactly where the problem...
    8. Edymnion

      Constant rotation.

      Funny, I'm using that setup on my base for the rotating ring and it works just fine.
    9. Edymnion

      PDTs Shooting Down My Own Missiles - Thought They Fixed This?

      You severely underestimate the number of turrets.
    10. Edymnion

      Has power generation changed?

      You fix this by using a Rail Speed Controller to set the speed of the rail the reactor is docked to to 0. The lag comes from the fact that even with only a single rail block, the engine keeps trying to do collision checks to see if the rail can move whatever is docked to it. If you turn the...
    11. Edymnion

      Constant rotation.

      I'm not sure how I can be any more clear than what I said in the original post. Put down an activator. Link it to a delay, then link the delay back into the activator so that the delay turns the activator back off after the rotator turns it on. Basically, the rotator blocks only spin when they...
    12. Edymnion

      Turrets... how?

      If nothing else, scrap the entire turret and start over from scratch.
    13. Edymnion

      Salvage Beams As Weapons

      Yeah, sorry man, but no. If you decide to make a ship with no offensive weapons, then that is a decision you made, and you have to accept the consequences of that decision. My argument earlier about warships having rudimentary salvage arrays works the other way around. The cost in space and...
    14. Edymnion

      Turrets... how?

      Okay, so: 1) You have full range of movement when manually operating the turret. 2) The weapon fires normally when manually operating the turret. 3) You have the AI set to Turret, target is correct, and AI is active. It should be working. The Bobby AI being anywhere on the business end of the...
    15. Edymnion

      Turrets... how?

      Might be too obvious, but you're 100% sure that you remembered to link the weapon modules to the computer, right?
    16. Edymnion

      PDTs Shooting Down My Own Missiles - Thought They Fixed This?

      Yeah, but the problem is when you give your missile turrets cannon backups so that they aren't wasting their time most of the fight, and they switch over to them instantly after firing the missile. Thats an AI failure when their first reaction to firing a missile is to fill it's flightpath with...
    17. Edymnion

      Constant rotation.

      Two ways: 1) Use a button instead of an activator. Constant rotation, but it does tend to stop for a brief moment before starting up again. 2) Use a two way linked delay on the activator (activator linked to delay, delay linked to activator) that will turn the activator back off when the...
    18. Edymnion

      PDTs Shooting Down My Own Missiles - Thought They Fixed This?

      Does anyone specifically know where this is?
    19. Edymnion

      PDTs Shooting Down My Own Missiles - Thought They Fixed This?

      Okay, so was paying close attention to my gunship and noticed that my own missiles were exploding very close to my ship while attacking a pirate station. Since I'm pretty sure pirate stations don't do point defense, the only answer is that my PDTs are shooting down my own missiles. I thought...
    20. Edymnion

      Are there any plans to improve the universe?

      Yup, fauna on planets is in the queue, there's talk of gas giants being implemented, all sorts of goodies to come.